Beginner's Guide

So, you are new to Dark Age of Camelot. You have no clue where to go, where to get armor and have absolutely no clue what to do? This guide is basically here to help you understand the world of Camelot. Over the course of the next paragraphs, I will give a rundown of the type of race you want, the type of class you want from that race, then I will go over the quest you can obtain in the Tutorial Zone and how to get yourself out of there to explorer the rest of the world. I will also give a little rundown on some of the world outside of the Tutorial Zone.

The following is credited to Daniel Pu

a) Realms: Hibernia-This is the “Magical Realm”. If you would like to play a caster, seriously consider going with this realm. However, the disadvantage, or advantage that one could argue, is the fact that your frontier (Emain Macha) will be the most invaded frontier. All 3 realms gather to fight on Hibernia’s frontier. This makes protecting keeps much harder.

Advantage: Powerful caster classes with a baseline stun. Very good caster class: Enchanter.Disadvantage: Invaders will always be present in the frontier.

b) Realms: Albion-This realm does not have a focus, but is often called the “Balanced realm.” Albion has the most classes to choose from and some would argue the most beautiful landscape. However, the disadvantage of Albion is the fact that there are so many classes. Since many classes exist, key factors needed for an effective group are harder to gather since more classes are needed in order to fulfill those roles.

Advantage: Many classes to choose from and play. Beautiful landscape. Very good stealth class: Infiltrator.Disadvantage: Hard to find all key components needed in an effective group.

c) Realms: Midgard-This is the “Melee” realm. In this realm there are the most melee classes to choose from. The caster classes are also decent. A disadvantage of midgard is the lack of good defining Realm Abilities (Won’t effect characters until much later in their careers levels 45+).

Strength- affects how much damage one can do with a melee weapon and also how much weight they can carry.

Dexterity- Affects how fast one casts a spell, how often one blocks, evades, parries are all affected by this. Also affects how often and hard one hit with a bow and certain piercing weapons.

Constitution- affects how many Hitpoints one has.

Quickness- How fast one can attack with a weapon and partially responsible for chance to evade.

Intelligence- only affects the mana and damage of Albion and Hibernia casters.

Piety- Affects mana and damage of any Albion and Midgard healers. Also affects Midgard mages.

Empathy- affects how much mana Hibernia healing classes have.

Charisma- affects how much mana and how effective the songs of bards/minstrels/skalds are.

This is the area where it all begins. This is where you can select the Type of character you would like to create. Examples of the different races you can choose are: Briton/Inconnu/Kobold/Norseman/Lurikeen/Celt (Remember this is just a small selection of 2 races from each realm). Next, after you have considered what race you will be using, you can choose what Class you want to be. Examples would be: Friar/Cabalist/Warrior/Spiritmaster/Nightshade/Warden.

Class: This will determine what kind of a character one will play. This guide will list all the classifications and classes that fall below each. Keep in mind that the role of a class can change depending on how one specializes. Next to each class will be parenthesis to what their spec is in order to fall under each category.

Main tank: : The damage absorbing and dealing class of the realm. These classes can deal and receive a lot of damage. They wear the heaviest of armors and have the most hit-points.

Light tank: These are the super damage dealing tanks. All are able to wield two weapons at the same time to deal extra damage. Can wear second heaviest armor and have second best hit-points.

Hybrid tank: : These are the magical tanks. Able to hit, as well as use magical abilities. However, their hit-points and melee damage suffer as a result of their magical abilities.

Direct Damage Casters: : These are the heavy artillery of each realm. Able to deal a lot of damage to many people over a long range these mages can wreak havoc in large battles. However, like all mages, they are fragile and easy to kill. They are only able to wear the lightest of armor and have the lowest hit-points.

Damage Over Time Casters: : These casters are the chemical warfare agents. They can cast spells that will affect a large area and deal damage on a target in a given amount of time. Unlike area effect direct damage spells, these spells have no damage drop-off due to distance and will continue to affect its victim even if they run out of range. They are only able to wear the lightest of armor and have the lowest hit-points.

Point Black Area Effect Casters: : These are the suicide bombers of each realm. Able to cast area effect spells that flow outward from themselves, these casters trade great risk for great reward. These spells have the fastest cast times and also deals the most damage. However, the caster must literally stand over or very close to his target in order for these spells to work. They are only able to wear the lightest of armor and have the lowest hit-points.

Other casters: : These casters have a variety of skills and spells and do not fall into any of the above categories. The animist can summon little gun turrets to kill enemies or vent turrets to help his friends. The Sorcerer is able to charm any monster and is also adept at crowd control by memorizing enemies. The necromancer is able to take on the form of an undead servant and cast spells through it. They are only able to wear the lightest of armor and have the lowest hit-points.

*Note: no spell-casting class can cast spells while being attacked unless the spell is an instant or with the use of special abilities gained at higher levels*

Main Support/Healer class: : The most loved class of each realm! Who doesn’t want to be healed? These classes specialize in healing the wounds of friends and can even bring a dead ally back to life. They are able to wear heavy to medium armor and have decent hit-points.

Secondary Support/Healer class: , Warden(any) : These classes can do a variety of tasks but cannot heal as well or as the main healer or heal at all. However, their extra skills make up for that disadvantage. They are able to wear heavy to medium armor and have decent hit-points.

Buffing/Enhancing Class: : these classes can make their allies and friends stronger by providing them with extra resistance, hit-points, or attributes. They are able to wear heavy to medium armor and have decent hit-points.

Assassin Classes: : These are the stealthy killers of each realm. Able to prowl undetected by the enemy ,they can spring up and attack with a devastating critical strike. These killers are also able to scale the walls of keeps and attack unsuspecting defenders inside. They are able to wear medium armor and have decent hit-points.

Archer Classes: These are the snipers of the game. They are able to hide unseen and let fly an arrow at opponents. If needed they are also able to engage in direct melee with an opponent. They are able to wear medium armor and have decent hit-points

Next, this part is optional if you so choose, you can customize how your character will look. This is all based on what you want to look like. You can change the way your nose looks, eye color, hair color, etc etc.. Now, you are finished. You have just created your first character on Dark Age of Camelot. What now? You can now press the Play button to start your adventure in the Tutorial Zone.

Welcome to the Tutorial Zone. So, you have finally made it past the Character Selection screen. Once you start the tutorial zone, you will hear a voice. This voice will give you the basic commands to walk and adventure. The first quest will be from the person standing in front of you. (Note: Anyone with a symbol over their head, will usually give you a quest.) Read the quest from this NPC and follow the directions as best as you can. You can press the letter J on your keyboard to bring up your journal if you forget what to do. Most the time, if you look at your map, there will be a red dot showing where you need to go.

The quest themselves are fairly easy and only require a little bit of running around. Ok, I lied, there is a good bit of running around. But, the tutorial zone is small enough to make the quest short and you will get yourself familiarized with the world. I will give you a guide on just the few basic quest to get your through the Tutorial and get you to level 2. Then, I will help you figure out how to get out of the Tutorial Zone and see the rest of Camelot.

Quest in Tutorial Zone:

Movement and Interaction Quest:

This quest gives you an ideal of your key movements. Walk forward, Walk Backwards...etc etc.Once you get the movement down, walk up to the door, double click on the door. Once, outside, you will see another NPC right outside with a symbol over their head, right click them.

Basics of Combat Quest:

This is to introduce you to the Attack mechanics of the game. The voice-over will explain to you certain things, about your target, target bar, etc. It will also tell you to press A to attack. So, you will need to start off with the first Attack dummy. This one is called "Flimsy" and should con Green to you.Note: The training mobs do not grant experience. (Below is a scale of the difficulty of mobs) Attack the first mob, then it will tell you to move onto the next dummy. After you have done this, the voice-over will explain some more things about the mobs and colors. She then tells you to go back to the same guy you got the 2nd Quest from. The next part of the quest, will go over your interface, then it will ask you to fight one of the sparring guards to your left or right. Depending on where you are standing. They con yellow to you. You will then be in combat with the sparring guard. You can either continue to fight or you can go back to the NPC that you got that quest from. He will give you a new quest.

Gray - Easy level mob, this mob will not grant you experience. 3 or more levels below you

Blue - This mob is a little harder than the previous gray and green mob, but is still an easy mob and will also grant you experience points, for your next level. 1 level below you

Yellow - This mob is around the same level as you. This mob is harder than the previous mentioned colors. This mob will grant experience. Same level as you

Orange - This mob is a higher level than you are. These mobs should be approached with caution. 1 level above you

Red - This mob is higher level than Orange. This mobs should also be approached with caution. 2 levels above you

Purple - This is the highest colored mob. This mob shouldn't be done without someone to help you, unless you are geared and ready. 3 or more levels above you

Defending the Towers quest:

This quest involves you leaving the courtyard that you are currently in. Walk out the broken keep door. Once outside the door, the voice over will explain the rest of the quest. The rest of the quest involves killing atleast 1 enemy realm guard, that is nearby at the tower on flames. At level one, these guards will be blue to you. After you have killed one enemy realm guard, there is a Commander standing in the pathway beside the tower. Go up to him/her. Right click him and talk to him. He will give you the rest of the quest and he will give you 2 experience points. This is 40% onto your way to being level 2. You should see a bridge around you, go over the bridge. The quest then asks that you go up to the Veteran Guard. ( You should have recieved an item from killing the Enemy Guard, Invader's Medallion, this item will be used in a bit). Right click the Veteran Guard. He will then give you a new quest.

Trainers and Merchants quest:

This quest asks that you right click the veteran guard and [warn] him. To [warn] him, you must right click him and press enter and type: /say warn . This will continue the quest for you. Once you do this, you will be Level 2. Congratulations. Now to go train. Head up the hill to the trainers. Find your appropriate trainer, for your class. Right click them and a window should pop up. Click the Specialization you would like to do for your character. Then press Train. This will give you new spells/melee combat skills for future battles. Continue to talk to your trainer about the skills, read everything you can, this quest also gives you money, so now you'll be able to find a merchant and buy some new things. This will then be your first quest reward. A weapon and money. Return to the Veteran Guard. The guard will then give you some money to go to the Merchant in the center of the town. Right-click the merchant and continue the quest. There will be a voice-over for this quest as well. Buy the cloak from the merchant. Sell the Invader's Medallion you had received from killing the enemy guard. Return to the Veteran Guard. You now have the choice to decide to leave the tutorial zone or explore the rest of the realm. You can continue questing by speaking to the next NPC(Press J to bring up your journal. You can also go to the channeler near you to /say leave . This will port you out of the Tutorial Zone.

Saying Hello quest:

This quest is if you opted to continue in the tutorial zone and not leave. This quest will get you used to the Battlegroup/Chat/Guild. Right click the NPC again to continue talking with him. Right click the NPC again. You will recieve 3 books. Battlegroup group guide, Guild guide and chat guide. Continue speaking to the NPC about commands. The items you have received from this quest give information. To find the information, right click the window and a window should pop up and give you a few commands for the appropriateness of the book.

Introducing the command window quest: Continue to to speak to the NPC about commands. You will need to click on all the yellow texted words. This will give you experience points.

Now what?

So, you have made it out the Tutorial zone. Now what? Well. There is many things you can do now. You can interact with people around you by /send nickname message . You can also find a guild if you look around. Also, there is a big world out there, depending on your level, some places aren't safe to adventure in, alone Outside of the Tutorial Zone.

There is a huge world out there that is now yours to be discovered. There are many people out there that will be willing to help you level. Or, you can level on your own. There is many quest out there to help you level as well. You can also start doing your Epic Armor quest. Epic Armor is pretty decent armor to get you by in a lot of PvE encounters. Until you get to the high-end items. This is the best way to go. At level 45, you can start doing Artifacts. These will be described further in another Guide. Artifacts are items that will be useful in RvR and PvE.

Some of the things you will find outside of the Tutorial Zone can be amazing. Some of the areas of interest are:

Hibernia:

Sheeroe Hills - This is the Hibernia Dragon Zone. This is where some of the most dangerous monsters reside and the home of the Azure. It is also the home The Glimmer King himself, Cuuldurach. (Known Relatives: Gjalpinulva and Golestandt) This zone is amazingly beautiful. But, around every corner lies a new and dangerous adventure, so beware, just because it looks pretty, doesn't mean the tenants are.

Galladoria - This is the Epic Dungeon for Hibernia. Through the woods, down the magical road, ok so it's not very magical, but, you get the picture. You will find the entrance to Galladoria through treachorous monsters, the entrance is located at the base of a tree. They don't call the zone World's End for nothing. So beware while you are out there. If you do want to explore the Dungeon and are able to, there is a link at the very bottom of this page, for a guide on how to conquer. The guide was not written by me and I take no responsibilities for it.

Albion:

Dartmoor - This is the Albion Dragon Zone. This is the home of the Granite Giants and Stonecrush. This is also the home of Golestand, Stone Dragon of Albion. Once in Dartmoor, you have to be careful where you roam, there is always a Granite Giant nearby.

Caer Sidi - This is the Epic Dungeon for Albion. To reach Caer Sidi, you will need to go through Caldey. Caldey is a very dangerous place to go roaming around by yourself, so I would recommend not adventuring by yourself. Once inside Caer Sidi, do not go in alone and explorer. The mobs in here are extremely high and cannot be taken alone. You will need to kill atleast 1 Key boss to be able to adventure to the Four Horsemen room, once the Horsemen are killed, you will have a bigger and more dangerous encounter. Apocalypse. This is the Caer Sidi epic encounter boss. He is very powerful and should NEVER be taken on by one person.

Midgard:

Malmohus: This is the Midgard Dragon Zone. This is the home of the Drakulv and the Svartalf. This is also the home of Gjalpinulva, the Wolf Dragon. This is a very fierce place and should be taken with caution. At the very bottom of the zone lies the lair of the fierce Wolf dragon. She should not be taken on alone, so please, bring friends when entering her lair.

Tuscaren Glacier : This is the Midgard Epic Dungeon. In lies the King of the Dungeon, King Tuscar. He is a giant and he has a Queen by his side, Queen Kula. Beware, there is always a danger lurking around every tunnel in here. There is also many falling dangers. So explorer beware, approach with caution and friends.

Leveling Guide for Each Realm: ( I will edit this later, when I get all my resources together, since there is many ways to do this. So please, be patient and /hugs...Happy adventuring!)